Subterfuge
Ogg's Version
wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge
Gameplay:
Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)! Additionally, in this version, you can remove secured items from your opponents.
Max number of 10 attack/move orders per turn, with 2 fortifies to any connected locations.Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.Removing opposing player magic items In this scenario, a player can remove capture magic items from his
opponents by traveling to these items and using an artillery border
to kill the secured item unit.
There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.Some paths wrap around N-S and E-W.Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.Win Conditions: Acquire any 6 of 8 of the items for your color. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.